·Toot Posted May 2, 2013 Report Share Posted May 2, 2013 Not sure if I'm doing it right... CnC? Link to comment Share on other sites More sharing options...
byak Posted May 2, 2013 Report Share Posted May 2, 2013 This deck sucksIt will lose every game where it doesn't get the Yamato set up, so why bother with it?Grepher in practice can be cloggy and slow and you're better off using other methods to get to Yamato Link to comment Share on other sites More sharing options...
Zazubat Posted May 3, 2013 Report Share Posted May 3, 2013 I think 3 Breakthroughs Are a bit much, and online finish, they wont project your monster by battle, and that is pretty important if you want to keep Yamato alive, Susanoo is a bit better off. Since Im on a phone I cant see what Grepher is easily, so Ill comment on that later. extra seems fine, but 3 Susanoo is not needed really. Get other stuff instead. Link to comment Share on other sites More sharing options...
Strider Tigerwolf Posted May 3, 2013 Report Share Posted May 3, 2013 My suggestions: -1 Murakumo (you can only activate 1 per turn anyway) -2 Lightray Grepher (I see you're trying to make Rise a card, but Yamato wins games by himself) -2 Forbidden Chalice -1 Rise of the Bujin (You need 2 at MAX and these are just for back-up) -3 Breakthroughs (good, but not for this deck) -1 Susanoo (It's a winmoar card, you don't need 3. 2 is fine) -1 Ptolemys M7 (You only need 1) -1 C39 (It's meh) +1 Bear (Bear engine) +1 Forbidden Dress (for anti-Destruction) +2 Forbidden Lance (Because it's too good) +2 Compulsory +2 Fiendish Chain (It's better for the deck since it saves Yamato from attacks also) +2 The Bujin Armament Apparition (MST Bait if any and helps control both your hand, and Graveyard) +1 Dire Wolf +1 Papiloperative +1 Blackship My tech: +1 Beckoning Light Link to comment Share on other sites More sharing options...
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